Star Wars: Return of the Mod

I have redone my first star wars map and included the most recent planets from Episode III. I have left some planets out (due to the massive amounts of planets in the Galaxy Far Far Away). I hope this give you all an idea of how massive my scenario will be. (its on a 365*365 map!!). Any comments good or bad are very much welcomed.
 

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One thing. Considering that the hyperspace lanes give lots of trade, you should change the landmark terrain that you used for them to + 1 or 2 commerce. But, that's more a design than actual map comment.
One more thing. The deep core has lots of planets all over. Only certain civilizations know where all of the navigatable routes are. You should put one more planet in the center of the Core, and have no routes to it. Only way to get there is rebase, or a late technology that allows travel through the core. I'm assuming that the core terrain is impassible, right? Or at least, no ships can get through without sizeable risk.
 
First of all, it looks very good. A few comments, though. You should really make it so it's not just all coastal tiles, you should make it so that different systems have to have ocean in between, then hyperspace lanes could be more useful. Also, all of the planets are grass. Are you planning to change this? I think you probably will, but just here to make sure, so you can put forests, deserts, LM Hills and volcanoes (which will be Lava planets) and Marshes (bodies of water). Otherwise, a good start!
 
One more thing. I noticed that the Deep Core seems to be on the outer limits of the galaxy. Is that map the finished project, as far as placing planets goes? If so, you should probably move it farther to the center. If I have gone crazy, and am imagining things, then disregard this.
 
All this map is is just a placement of the settlements i.e. planets. I will work on the terrain of each "world" once I have done more research on what that world composed of. As with the coastal terrain within the city limits, I will try to add some seas to a few systems and make the sea terrain be high in production and/or commerce to represent the worlds that had orbiting shipyards or mining facilities within the system.

I know that the map kind of seems lopsided to the left in terms of planet placement. The Star Wars Galaxy has the same issue with most of the known planets residing in the eastern hemisphere of the galaxy. This is why I have placed the unknown terrain on the right to prevent the AI from aimlessly exploring.
 
You should probably have the Unkown Regions be unkown terrain too. At the very least, make it a terrain type that no units can go into without sizeable risk. Other than the units from there, anyway.
 
I agree. Other than the hyperspace lanes, it should all be deep, deep space. Hard to explore, high movement cost, etc.
 
I love how this thread always finds a way to come back to life...:haha:
 
The Space (coastal)terrain represents the space around the systems (where most ships are pulled out of hyperspace due to the mass shadows of the gravity wells of the celestrial bodies and must use the slower sublight speed). This terrain will be higher in value than the deep space.

Therefore if any ship is traveling in Hyperspace or the LM Sea, whenever they near a system they must take a couple of turns to navigate around the system (this was common in Star Wars where ships would be trapped from entering hyperspace due to the gravity well. Also perfect for ambushing enemy transports carrying treasure or enemy fleets. The control of systems near hyperlanes is important because you can monitor any fleet movement and get around the galaxy quicker unhindered. I only placed the major hyperlanes (the Corellian Trade Spiral, the Hydrain Way, etc.) To ensure that the systems along these routes will be fought over first as is historically accurate. As the Clone Wars progress in the game, I plan on the fighting to be in the Outer Rim where space travel is slow and the Outer Rim Seiges (also historical) take place as both sides will have time to build up and fortify positions. I will probably include more hyperlanes to facilitate faster travel in the Outer Rim.

Odin, I hope this clarifies a little. I am not really understanding what you're saying about the deep space between the systems. BTW thanks for everyone for all your comments and I will incorporate them or make a real effort to do so.
 
I don't think that 'historical' is quite the right word...;)
But I think I understand what you mean. But I think that in certain places you should put more of the 'unknown space' terrain, such as the Unknown Regions and the Maw. And make it so that it isn't impassable, but has a very high risk of destruction for all ships. That seems 'historical' to me, as people could explore, but it just was too risky for most people.
 
Yes, but if you want to look at it that way, its 'historical fiction.' I'm not sure that you would write 'historical' about something that happened in Killer Angels, unless you knew that it really did happen. I guess that isn't a very good example, but you get my point.
 
i always seem to return to this thread moments after it's just started up again...

i think i'll let you lot argue about all the little things like hyperspace routes and planet sizes... odin, can you post a unit list, so i can start producing some more [hopefully] useful parts for the mod. cheers.

btw, i hope you all missed me
 
Sheepy! Haven't seen you in forever. I'm pretty sure that the first post of the Unit Request Thread is still up to date. Any of those units would be appreciated.

Also, after my flamethrowers, Tulwar Warrior and Space Marine Scout I plan to make a pack of Stormtroopers and Clone Troopers, :D.
 
I used to, but I don't like using it. I end up getting bored, making a new unit design, and then never getting around to making it (i.e. Will Turner, which I lost in my hard drive crash last month.) And then I feel like I promised something that I couldn't finish. I can make a to-do list, ala Orthanc, however.
 
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